•Each Chain for Magma Orb actually makes the Orb bounce 1 additional time.
•3 chains on Magma Orb + Gloomfang Amulet (20% of dmg as extra chaos dmg for each chain)
•Knockback keeps mobs/bosses at the end of the Magma Orbs so they take the full 60% more dmg as extra chaos.
•A level 21 Magma Orb will give you a 4th chain
•5x Magma Orb totems with 38% knockback chance keep you safe
•Currently Each of my totems shoot 5 Orbs at 1.74 cast per second. So, about 43 Magma Orbs shooting and knocking enemies back per second.

Pros/Cons

Spoiler

Pros:
•Budget build. All of the uniques are cheap!
•The Uniques are not 100% required, but each one adds noticeable DPS/Quality of Life.
•Safe - 5 totems with high knockback chance. Over 200% life on tree. Immune to all ele ailments.
•Lots of potential with investment
•Can do almost any map mods. Saves $$$!
•Good boss killer.

Cons:
•Average clear speed.
•Fills the screen with crap, parties will hate you.
•Tricky to get resist capped once you have all the suggested uniques.
•Life Regen is our main source of sustain, so very flask dependent.
•Boss fights in No Regen/less Regen maps are difficult
•Elemental Reflect maps is kinda tricky, but manageable. Just hafta cast totems a lot more.

1. Chug Atziri's, Sulphur & Silver Flask
2. Drop all 5 totems
3. Drop Orb of Storms near closest enemy (This is mainly to get Elemental Overload up & it should still be up by the time you get to the next pack)
4. Watch mobs die while you Shield Charge to dodge stuff

Core Items: ranked in order of importance.
1a. Gloomfang: Gives us 1 extra chain and 20% of our damage added as extra Chaos damage for each chain.
1b. Inevitability jewel x2: Each one gives us an extra projectile and damage.
2. Tokuhama's Fortess: Gives us a 5th totem, lots of life and armour.
3. Malachai's Awakening: We're already Bloodmagic cause of Toku, so we run this and get a good bit of flat ele dmg.
4. Clear Mind: Easy ~60% increased spell damage.
5. Winds of Change: Gives us projectile and knockback buffs
6. Doryani's Cataylst: Unique with nice damage.

*Expensive Option! If you can afford this 6 link Armour, it will provide a very nice DPS boost!

Skill Tree44 Pts: Get to those two jewels in the INT areas and put in the 2 Inevitability jewels and get the one near Totemic Mastery to put Rain of Splinters. If you don't have the jewels yet, you can just skip those for now and start following the next tree. But, try to get these asap so that your Magma Orb Totems can have teh full 5 projectiles.

61 pts: Grab Explosive Impact --> Purity of Flesh --> Constitution. If you are using Poet's Pens to level don't get Ancestral Bond. If you want to go full totems, you can get Ancestral Bond which will now give you 3 totems since you should have done normal lab. You should be able to do Cruel lab at 60 points, which would then give you 4 totems.

85 pts: Go for Fending for the nice knockback Quality of Life and to Blood Magic and the nice life increase there since we we're pretty close to being forced into it anyways. You may also want to grab a couple Dex nodes to help with leveling up your Projectile Weakness curse. Don't worry about Merc lab, since you actually don't benefit from it until you do Uber lab.

100 Pts: Get Juggernaut --> Barbarism --> Heart of the Warrior. This is where I would do Merc and Uber lab and must have Ancestral Call for the extra totem. At this point we just get a ton of life, our totems should be dealing enough damage. We just want to survive.

123 points: If you take this to lvl 100, our best bet is to grab 3 more jewels nodes. 2 of them by Sion and 1 by Maurader. Each jewel can get you lots of damage, life or both! Not to mention the route to get them gives you other nice stats like projectile damage, life regen and resist to get you over capped to deal with Ele Weakness maps.

Options: The two CWDT setup is recommended since it synergizes well with our build. The CWDT with Ball Lighthing & Ice Spear is not really needed. I just run it cause it makes clearing easier maps much faster since I typically Shield charge into packs, get hit, and the Ball Lightning + Ice Spear procs Elemental Overload most of the time which saves a little time not having to stop to drop Orb of Storms. When running higher tier maps, or harder mods, I do not recommend this play style cause you will die. But you will inevitably get hit, so it helps keep our EO at 100% uptime.